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Search found 17 matches Page 1 of 2
by Caleb
Wed Feb 07, 2018 5:20 pm
Forum: TorqueScript
Topic: How to make AI react to sounds?
Replies: 4
Views: 145
LOLJester's idea is solid. Animation triggers are hooks to call code/script at specific times during the animation. As you pointed out it's already set up to handle footprints, sounds, and particles, but there's no reason that your own custom triggers can't call other scripts. Such a function call m...
by Caleb
Fri Jan 12, 2018 11:19 pm
Forum: TorqueScript
Topic: Shoot different ammo types from the same weapon
Replies: 6
Views: 226
As long the weapon sounds and effects aren't changing, then perhaps have your weapon fire blanks and manually generate the projectile itself in the weapon image's "onFire" code. It's been awhile for me, but creating a projectile via script should be fairly trivial. That way you can dynamic...
by Caleb
Mon Aug 14, 2017 4:53 pm
Forum: TorqueScript
Topic: How can I get the velocity of a Projectile object
Replies: 5
Views: 778
A projectiles velocity is set when it is created by setting "initialVelocity." Assuming you're not using ballistic settings then this shouldn't change and you should be able to reference it.
by Caleb
Wed Jul 19, 2017 11:53 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 92
Views: 5723
Also, @Timmy pointed out to me - and he's certainly not at all wrong - that it's entirely possible to just have a setting that dictates the blend/detail behavior. So you could utilize the grayscale detail texture approach, or flip over a setting and it'll utilize the different method Lukas has been...
by Caleb
Mon Mar 27, 2017 11:09 pm
Forum: General
Topic: Building a Library of Images for Everyone
Replies: 45
Views: 3800
Thank you for your continued work! The tiled Sci-Fi textures are especially great.
by Caleb
Sat Feb 04, 2017 5:20 pm
Forum: Beginner
Topic: Speed up the animations ingame
Replies: 11
Views: 1182
If you're willing to dive into the engine code a bit, then you can easily add a custom timescale for player animations in player.cpp. In the parts that update animations sequences, find the areas that multiply by "dt" and also multiply by your custom timescale. This can affect a few other ...
by Caleb
Mon May 23, 2016 3:31 am
Forum: Blogs
Topic: Hell Scout
Replies: 4
Views: 1381
@Johxz Thank you very much! I'm excited to get started with this next chapter. I would very much like to keep up with programming and game development as well, but you know what they say about the best laid plans of mice and men. . . @Timmy I really appreciate the vote! You're definitely not the fir...
by Caleb
Sun May 15, 2016 6:14 pm
Forum: Blogs
Topic: NEW DeadlyMatter Trailer
Replies: 12
Views: 2286
I don't always comment on your posts, but I always love seeing your work! It looks great and has a nice post-apocalyptic vibe to it. Keep it up!
by Caleb
Sat May 14, 2016 4:58 am
Forum: Blogs
Topic: Hell Scout
Replies: 4
Views: 1381
It has been a long time since I've posted anything of what I've been working on, but then again it's been a long time since I've worked on anything! I have retitled my project a few times over the many ports The project I've worked on off and on over the years has taken many different forms and has ...
by Caleb
Mon Apr 25, 2016 2:25 am
Forum: Torque 6
Topic: Realtime Area Lights
Replies: 2
Views: 954
This is fantastic work! Between this and the light probes I'm getting really excited for Torque 6.
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Search found 17 matches Page 1 of 2